// // Temple (MP) // #include "stagesetup.h" extern s32 intro[]; extern u32 props[]; extern struct path paths[]; extern struct ailist ailists[]; struct stagesetup setup = { NULL, NULL, NULL, intro, props, paths, ailists, NULL, }; u32 props[] = { weapon(0x0100, 0x0000, PAD_JUN_0093, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009D, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009E, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_0094, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_009F, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A0, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_0095, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A1, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A2, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_0096, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A3, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A4, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_0097, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A5, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A6, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_0098, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A7, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A8, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_0099, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AA, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00A9, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_009A, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AB, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AC, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_009B, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AD, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AE, OBJFLAG_FALL, 0, 0, 1000) weapon(0x0100, 0x0000, PAD_JUN_009C, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00AF, OBJFLAG_FALL, 0, 0, 1000) ammocratemulti(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_JUN_00B0, OBJFLAG_FALL, 0, 0, 1000) door(0x0100, MODEL_TDOOR, PAD_JUN_008D, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000) door(0x0100, MODEL_TDOOR, PAD_JUN_008E, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000) door(0x0100, MODEL_TDOOR, PAD_JUN_008F, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000) door(0x0100, MODEL_TDOOR, PAD_JUN_0090, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000) door(0x0100, MODEL_TDOOR, PAD_JUN_0091, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000) door(0x0100, MODEL_TDOOR, PAD_JUN_0092, OBJFLAG_DEACTIVATED, OBJFLAG2_DOOR_ALTCOORDSYSTEM, 0, 1000, 0x0000f333, 0x0000551e, 0x00002aaa, 0x00002aaa, 0x000000da, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000005dc, 0x00000000, 0x00000000, 0x00001000) endprops }; s32 intro[] = { spawn(PAD_JUN_001C) spawn(PAD_JUN_001D) spawn(PAD_JUN_001E) spawn(PAD_JUN_001F) spawn(PAD_JUN_0020) spawn(PAD_JUN_0021) spawn(PAD_JUN_0022) spawn(PAD_JUN_0023) spawn(PAD_JUN_0024) spawn(PAD_JUN_0025) spawn(PAD_JUN_0026) spawn(PAD_JUN_0027) case(0, PAD_JUN_0006) case_respawn(0, PAD_JUN_0000) case_respawn(0, PAD_JUN_0001) case_respawn(0, PAD_JUN_0002) case_respawn(0, PAD_JUN_0003) case_respawn(0, PAD_JUN_0004) case_respawn(0, PAD_JUN_0005) case(1, PAD_JUN_000D) case_respawn(1, PAD_JUN_0007) case_respawn(1, PAD_JUN_0008) case_respawn(1, PAD_JUN_0009) case_respawn(1, PAD_JUN_000A) case_respawn(1, PAD_JUN_000B) case_respawn(1, PAD_JUN_000C) case(2, PAD_JUN_0014) case_respawn(2, PAD_JUN_000E) case_respawn(2, PAD_JUN_000F) case_respawn(2, PAD_JUN_0010) case_respawn(2, PAD_JUN_0011) case_respawn(2, PAD_JUN_0012) case_respawn(2, PAD_JUN_0013) case(3, PAD_JUN_0015) case_respawn(3, PAD_JUN_0016) case_respawn(3, PAD_JUN_0017) case_respawn(3, PAD_JUN_0018) case_respawn(3, PAD_JUN_0019) case_respawn(3, PAD_JUN_001A) case_respawn(3, PAD_JUN_001B) hill(PAD_JUN_0072) hill(PAD_JUN_005A) hill(PAD_JUN_0080) hill(PAD_JUN_007A) outfit(OUTFIT_DEFAULT) endintro }; s32 path00[] = { -1, }; struct path paths[] = { { NULL, 0, 0 }, }; u8 unregistered_func1[] = { endlist }; u8 func1000_1898[] = { mp_init_simulants rebuild_teams rebuild_squadrons set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; struct ailist ailists[] = { { func1000_1898, 0x1000 }, { NULL, 0 }, };